Stats & Actions
Core Stats#
Political Influence (per state)#
- Scale: 0-100
- Starting Value: 0
- Increased by: Campaign (+1 base, diminishing above 50 and floored at +0.1)
- Decreased by: Decay (0.75% of current influence per turn, floor 0)
- Affects: Election vote potential (reach fraction), campaign appeal, primary scores
- Scope: Single value (home state focus in current implementation)
National Political Influence (NPI)#
- Scale: Uncapped (starts at 0)
- Starting Value: 0
- Increased by: +state influence / 100 per turn, plus the strongest applicable office or leadership bonus
- Affects: Presidential elections exclusively - not used in state races (House, Senate, Governor, State Senate). Drives both reach and appeal in presidential vote accumulation and primaries.
- Scaling: General elections use the sqrt
normalizeNPIcurve, hard-capped at 1.0 once NPI reaches 100. NPI=25 → 0.5×; NPI=50 → ~0.71×; NPI=85 → ~0.92×; NPI=99 → ~0.995×; NPI ≥ 100 → 1.0×. Presidential primaries use a separate diminishing-return curve,1 - exp(-NPI/45), which approaches 1.0 without a hard cap. - Scope: National (single value)
Favorability#
- Scale: 0-100
- Starting Value: 50 (neutral)
- Increased by: Campaign (minor), Ads (+1-3, diminishing above 70%), Travel (+1%/turn while in travel state)
- Decreased by: Attacks from opponents, high Infamy (passive drain), natural decay only when above 60%
- Affects: Vote potential (approval multiplier in appeal formula)
- Scope: Single value
Infamy#
- Scale: 0-100
- Starting Value: 0
- Increased by: Attack actions (+2% per attack), NPP boost "lower" (+2%)
- Effects:
- 0-20%: No penalty
- 20%+: Favorability drain = (infamy − 20) × 0.05% per turn
- Attack failure: Infamy × 10 = % chance attack fails (roll 0-999)
- Decay: 5% of current value per turn (new = value × 0.95)
Policy Positions#
- Scale: -5 to +5 per axis (economic, social)
- Set: At character creation
- Changed by: Voting on bills (±0.25 per vote in direction of bill)
- Compared against: Demographic group leans for election calculations; party position for primary scores and party influence
Campaign Funds#
- Starting Value: $250,000
- Increased by: Fundraise, per-turn fund generation (base + donor base + office bonus)
- Office fund bonus: Governor +$15k, Senate +$15k, VP +$25k, President +$50k, House +$5k, State Senate +$3k
- Decreased by: Ads, Build Donor Base, polls, NPP influence, party taxes, personal campaign donations
- Used for: All campaign activities and actions with fund costs
- Note: Separate from Cash on Hand - the two pools do not mix
Cash on Hand#
- Starting Value: 0 (earned separately from Campaign Funds)
- Increased by: Passive income streams, personal campaign donations (50% of amount converts to Cash on Hand)
- Decreased by: Wire Transfers to other politicians
- Used for: Investments, transfers, sponsored posts, and conversion into campaign funds where the relevant surface allows it
- Note: Cross-country transfers are blocked; you can only wire to politicians in your own country
Actions#
- Base per Turn: 4
- Office Bonus: House +1, State Senate +1, Senate +2, Governor +2, Vice President +2, President +4
- Starting Bonus: 25 one-time grant on character creation
- Regeneration: Actions accumulate each turn (base + office bonus added to pool)
- Cap: 200 actions max
- Hoarding Penalty: -4/turn when holding > 100 actions (applied before refresh)
Party Influence#
- Scale: 0-100
- Starting Value: 0 (only applies to party members; independents always 0)
- Increased by: Turns spent in a party with active contributions; accrues each turn based on party investment
- Decreased by: Inactivity within the party; leaving and rejoining resets it
- Affects: Share of the party's bonus action pool distributed each turn. Members with higher party influence receive proportionally more bonus actions (up to a configurable cap per turn).
- Closeness modifier: Alignment between your policy positions and the party's official economic/social positions amplifies your effective share. Members ideologically close to the party platform extract more value from the same raw influence score.
- View: Shown on your profile page under Party Standing; also in the Party Members table on the party page
Donor Base Level#
- Scale: Uncapped (starts at 1 for new characters)
- Increased by: Build Donor Network action
- Fund cost to increase: ₳3,000 + ₳1,500 × current level, scaled by state GDP per capita
- Action cost to increase: 4 to 20, following the donor-level cost curve
- Income: Per-turn fund generation includes donor bonus (scaled by state population tier)
- Small state (<2M): +$500/hr per level
- Medium (2-8M): +$1,000/hr per level
- Large (8-20M): +$2,000/hr per level
- Mega (>20M): +$4,000/hr per level
Available Actions#
Standard Campaign Actions#
| Action | Actions | Funds | Effect |
|---|---|---|---|
| Campaign | 1 to 5 | GDP-scaled campaign cost | PI gain starts at +1 and diminishes above 50 |
| Fundraise | 3 | Earns a dynamic quoted amount | Yield uses donor level, PI, Fundraising stat, and currency |
| Run Advertisements | 5 to 9 | GDP-scaled campaign cost | +1-3 Favorability (diminishing above 70%) |
| Build Donor Network | 4 to 20 | GDP-scaled level cost | +1 Donor Base Level |
| Quick Poll | 2 | −$25,000 | Topline appeal + best/worst 5 groups |
| Full Demographic Poll | 6 | −$75,000 | Complete breakdown by demographic category |
| Post news (player feed) | 0 | - | Free article on /news; 12-hour cooldown per author |
| Sponsored news post | 5 | −$100,000 personal cash | Paid placement on /news; 30-minute cooldown per author |
| Personal Campaign Donation | 2 | Converts chosen Cash on Hand | 50% of amount → Campaign Funds; Infamy scales with size |
| Rest | 0 | - | No effect |
Out-of-State Multipliers#
- Home state: 1.0×
- Neighboring state: 1.25×
- Non-neighboring state: 1.5×
Applies to interpersonal actions such as Support and Attack. Campaign and Advertise use GDP-based fund scaling instead.
Interpersonal Actions (on other politicians)#
These actions target another player character or NPP. They are taken from the target's profile page and use . Cross-country actions are blocked.
| Action | Actions | Funds | Effect on Target | Effect on You |
|---|---|---|---|---|
| Support | 6 | - | +1% Favorability, subject to the per-target swing cap | - |
| Attack | 6 | - | −1% Favorability (fails if roll < Infamy × 10) | +2% Infamy (always) |
| Barnstorm | 5 | −$100,000 | +1% Political Influence (+2% if target's home state matches) | - |
Support/Attack notes:
- The action cost scales with state proximity (see Out-of-State Multipliers above)
- Even a failed attack costs you 2 Infamy
- Attacking high-Infamy players is safer (their attack-failure chance is the one that matters, not yours - but your Infamy affects your attacks)
- You cannot Support or Attack yourself
Barnstorm notes:
- Ignores out-of-state multipliers; flat 5-action cost regardless of target's location
- The +2% bonus applies when your home state matches the target's home state
- Useful for helping allies build influence before an election
Presidential Travel (general election only)#
Available to active candidates in a presidential election during the general phase.
| Action | Actions | Funds | Effect |
|---|---|---|---|
| Travel | 3 to 10 | - | Cost follows the destination's electoral-vote band; earn +1 Favorability/turn while there |
- You can only travel to a US state (one at a time)
- Your travel state is displayed as a badge on the electoral map and candidate list so opponents can see where you're focusing
- Switching states costs another 3 to 10 actions based on the new destination
- Travel expires if you withdraw or the election ends
NPP Direct Interaction Actions#
From NPP profile pages (/npp/[id]), players can use the deterministic direct-interaction panel:
| Action | Actions | Campaign Funds | Relationship Gate | Effect |
|---|---|---|---|---|
| Request Endorsement | 6 | $0 | hidden 40-50 | NPP endorses your candidacy publicly |
| Private Meeting | 3 | $0 | -50 | +5 relationship |
| Boost Favorability | 5 | $10,000 | none | +3 favorability, +2 relationship |
| Reduce Favorability | 5 | $10,000 | none | -3 favorability, -2 relationship |
| Boost Influence | 6 | $20,000 | none | +2 political influence, +2 relationship |
| Reduce Influence | 6 | $20,000 | none | -2 political influence, -2 relationship |
These actions are deterministic once their action/fund/relationship gates are met.
See NPP System for full documentation.
Party-Level Actions#
Party Chairs and Vice Chairs can use the party action pool to run influence operations targeting NPPs in their state (or nationally for National Chair). The action pool refills each turn based on party member contributions.
See Political Parties and Party Building for details.
Action Economy#
- Base per Turn: 4 actions
- Accumulation: Unused actions carry over; cap 200
- Hoarding Penalty: −4/turn when over 100 (encourages active play)
- Initial Bonus: 25 actions on character creation
- Party Bonus: Distributed each turn from the party influence pool - variable per member, up to a per-turn cap
Strategic planning: Expensive one-time costs (Build Donor Network, Barnstorm, Full Poll) reward saving actions over multiple turns. Office holders who bank actions can execute these more frequently.
Related Documentation#
- Core Systems - Turn structure, action refresh, office bonuses
- Player Progression - Career path, when each stat matters
- NPP System - NPP influence details, success formulas
- Political Parties - Party influence, action pool, bonus actions
- Election Mechanics - How PI, NPI, Favorability feed into vote calculations